Land surrounding a tower that stretches to the heavens, and a place where anything can happen...

Introductions and Mission_01

An Introduction To The Tower

Dalry, the Dragonborn Paladin, stumbles upon a great red gem being guarded by drunkards. As a treasure hunter, he is very attracted to the potential value in such a precious stone, so he goes to great lengths to attain it. Pretending to join them in their drinking, Dalry works to get closer to the gem. He eventually steals the gem, replacing the noticable empty spot with the pint of amber colored alcohol he had been drinking. The guards catch on to his bait-and-switch, and chase him along a stone-laden path.

Lyccin, the Elven Cleric, awakes with a throbbing headache. The surroundings look suspiciously familiar, though he can’t quite figure out why. It doesn’t take long for him to realize that he can’t remember his name or why he is there. The amnesiac Cleric hears a woman screaming in the distance, and rushes to her aid. He is unable to finish off the combatants, and they give chase to him along a stone-laden path.

Sage, the Tiefling Warlord, and Kalfar, the Drow Ranger, are patrolling the city and ensuring the safety of the great red gem known as the Mystic Fire. Sage instructs the rookie Kalfar on basic matters of combat strategy as they travel down a stone-laden path.

All four of them forcefully meet when Lyccin and Dalry both run into Kalfar and Sage. They make it to their feet, and inappropriately assign blame to each other. An airship then floated down, and a series of ropes dropped to the ground. A platoon of soldiers, led by Slane Merrick, approached the party, and demanded the Mystic Fire from Dalry.

Dalry refused, so Slane launched his attack. A battle ensued, and Dalry eventually landed what he thought to be the killing blow. Slane, wounded but still standing, sent out a electrifying whirlwind and captured the party. When the winds died down, only Sage remained standing. Using what was left of his stamina, he attempted a fireball attack that had drained him of his energy reserves. The party were unconsious and apprehended.

The party awoke to find themselves in a jail cell on the airship they had previously watched descend on them. After formal introductions and a brief discussion on how to free themselves, a commotion had been heard behind several doors in the vicinity. Speculation was short-lived when the main door to the room busted down and revealed their rescuers, Victoria Storm and Azrael Vandalier.

The two revealed themselves to be members of a guild known as the Gale Winds. The party was released from their cell and they all made a daring escape from the enemy’s airship, jumping off the edge onto their own.

The travel was long, but they soon ended up at the city that the Gale Winds called home. It was there that the treasure hunter Dalry, the wise Sage, the rookie Kalfar, and the amnesiac Lyccin, all became official members of the esteemed Gale Winds guild. They had also found out that the Mystic Fire gem was a mysterious key, and that Slane wishes to obtain it.

The team’s first mission is a bombing run to one of Slane’s reactor rooms. One team would serve as a decoy, with a fake version of the Mystic Fire gem. The other would infiltrate, and destroy one of the several machines that Slane uses as a power supply.

The first mission was a success, and so the team heads back to their new headquarters.